Actually it's not a problem of the game. If at all it is a problem of the player that loves quickload.
You could trick the old system just the same. If you didn't like the outcome of an action just change your actions a little and the outcome is different.

Actually it's not a problem of the game. If at all it is a problem of the player that loves quickload.
You could trick the old system just the same. If you didn't like the outcome of an action just change your actions a little and the outcome is different.

No, the difference is quite large.

1. ja2-original [color:#CC0000]pre-random[/color] -

a.) you have a limit on the number of combinations

b.) to change something in chain of events, - you must act, - move other mercs or shoot with other mercs or something similar.
(you need to think, calculate combinations, as in chess)

Actually I don't care one bit how players like to ruin their gaming experience by cheating. Might as well do CTRL+GABBI and kill everything by the press of a button.
If you like pressing ALT+L all the time have fun with it. If you don't like it JUST DON'T DO IT. It's really that simple.

Actually I don't care one bit how players like to ruin their gaming experience by cheating. Might as well do CTRL+GABBI and kill everything by the press of a button.
If you like pressing ALT+L all the time have fun with it. If you don't like it JUST DON'T DO IT. It's really that simple.

It is. The old method of generating random numbers and then using them throughout the campaign had annoying consequences - if this 'seed' was bad, you could have abnormally high chances for ALL checks during the entire campaign. The current method is truly random, as it should be.

The only way you'll notice the difference is by save-scumming, and I see no reason to reward that behaviour.

It is. The old method of generating random numbers and then using them throughout the campaign had annoying consequences - if this 'seed' was bad, you could have abnormally high chances for ALL checks during the entire campaign. The current method is truly random, as it should be.

The only way you'll notice the difference is by save-scumming, and I see no reason to reward that behaviour.

it's no true random, it's true fraud

how history(save) or the past can be different each time ?

SAVE .. - save you history.
(save game state\status)

now every load you generate NEW history.

it is completely illogical, besides all - greatly simplifies the game.

to get out of any difficult situation -
[color:#990000]you just need press alt+L many times...
[/color]
ROFL

I mean, in vanilla JA2 you very much had the option to reload until you get a perfect shot or whatever. Any minor action before the shot (look around with someone, crouch, stand up...) would change the result. Effectively cheesing the system, I guess. But since that apparently isn't the topic at hand... man, I just don't know what's going on here.

Thought this was a game about strategy and tactics, not number crunching.

Preset random table, full random... how are you even going to spot a difference?

So what you really want is a perfect AI that knows everything about everything and will always stay at least two steps ahead of you.
The player would need to meta-game all over the place to even remotely stand a chance. Basically, looking for flaws in the game in order to win. Sounds kinda pointless, doesn't it?

My oh my, never read such nonsense before. Loading a savegame also erases the past... I hope my savegames always remember what I have done. So far they do...

This thread is about presenting the NCTH system, not chess, not writing the future down somewhere. Please stick to the topic or create your own thread in the feature requests section.
Might as well save the time because no coder is going to implement such system which can be easily circumvented. It's nothing but a big waste of time.

Actually it is a solution. But it's a solution that you don't like. Why do you want to load anyway? You only need to load because you want to cheat and because you are not satisfied with the outcome of an action otherwise there is no need to do it.

As you load your game, you are erasing what you've done, so why is it important that loading brings those calculations back? Since loading basically means you want to change something that happened, why should the system give you the chance to use your knowledge of the future to your advantage?

Yes this has the side-effect of giving load spammers the chance to hit every shot, but that is everyones choise to use or not.

Pre-Random and 'true' random each have their advantages and exploits. While TR theoretically allows for 'perfect' streaks without changing anything if you just keep loading long enough(!), PR gives you the knowledge that a certain 'chain' of events will work every time you try it and thus allows for easy backtracking to optimise those chains, adding a 'right call' to the end.

Non technical:
If you load enough, you can exploit either system. If we broke your favourite way of cheating, tough luck. Stop making up bullshit justifications why the old system was allegedly less cheaty.